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Socoder -> Monkey -> Learning With Monkey

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Tue, 29 Jan 2013, 10:15
Jayenkai
*blink*

OK, I'm going to give up doing that, for today!

I've attempted to store the big-wordlist in a picture, load the picture, read the pixels, load the data...
It ALMOST worked, and quite fast, too.
.. except it couldn't read Alpha values, so all the data broke.
damnit.

If anyone's interested, this is a 170,000+ word list.

Yes, it really is!!!!

I'll start again, tomorrow, probably with a fresh wordlist, and do it all from scratch. *sigh*
Waste of a day!!

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Tue, 29 Jan 2013, 12:14
Afr0
Wtf do you need that many words for? Not even all the text in TSO comprises that many words!

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Afr0 Games

Project Dollhouse on Github - Please fork!
Tue, 29 Jan 2013, 14:33
Jayenkai
Word games! Can't make Stringy Things with only the words CAT and DOG in it!
.. Well, you probably could, but that would be a different type of game altogether!

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Wed, 30 Jan 2013, 03:50
waroffice
I have been out of the loop in coding for a while, is Monkey worth its price tag for a casual coder like myself?
Wed, 30 Jan 2013, 04:41
Jayenkai
Probably not. If you're happy with your current language, I'd stick with that.
The only reason I ended up switching was when I attempted to port NeonPlat Adventures, and quite frankly, it drove me bonkers!!
I decided that all that porting wasn't doing me much good, so decided on using a single language to do everything.
..but if you're just coding little fun things, you most likely won't need it.

Like I've said, though, the "demo" lets you compile to html5 just fine. If you want to experiment with it, that's a nice free way to do it.

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Wed, 30 Jan 2013, 07:34
Jayenkai
OK, let's ignore the WordList kerfuffle for now, and try something else.

Yeah, that's better!

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Wed, 30 Jan 2013, 09:27
rockford
Ooooh! Centipede. Magic mushrooms ahoy!

Where's the debugger?
Thu, 31 Jan 2013, 04:27
Jayenkai


Shit old font on the left, shiny new font on the right.

Spent the past hour or so pissing about with fonts.
EditUndo seems to work the best, although I'm going to have to head into the .png files, and sort out a few things, like the I and 1 being left-aligned in such a silly way.
Still, it's a huge improvement when using crappy low-res devices. Makes it vaguely readable!!

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Thu, 31 Jan 2013, 07:37
Jayenkai

yeay!
Gotta say, this plays really nicely on a touchscreen!

...It's also piss-poor with Tilt Control!!
But luckily you can flip between those as you see fit, so that's ok.
Thar be toobage, this way yonder!

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Thu, 31 Jan 2013, 08:01
rockford
Cool
Thu, 31 Jan 2013, 08:22
Jayenkai
If you've something Androidy to test it on, test it for me, peeps!!
C3ntipong - Test Edition

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Fri, 01 Feb 2013, 06:20
Jayenkai
Same link, different day, 1Mb added! yikes!!

The extra 1Mb is the old speech-sfx from the original Centipong (Next Level, Game Over, Bonus, etc) and the badges, of which I bothered to add 19.

Give it a whirl if your droid can handle it.
And let me know if....

A) You can think of A Powerup, 'cos I'm struggling to think of any that might actually help the gameplay, other than the bog standard "Bigger Paddle" one..

B) You can think of A Badge, 'cos the badges so far are all a bit samey. I'm shit at coming up with those!

C) You find anything wrong with the game. Bugs, quirks, whatever!


Lemmie know!
PS, Woot! I'm a Monkey Coder, now

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Fri, 01 Feb 2013, 14:36
CodersRule
On my phone, the loading screen is no longer 0fps. Circles around rather nicely. The pause button (which seems a bit small now) brings up the pause menu (which is no longer clipped), but I can still move my paddle using the gyroscope. Is that intentional? Seems like it'd be easy to cheat (though the game is a little too fast-paced to make it feasible).

The pause menu is surprisingly hard to bring up. Even tapping on the button doesn't work too well. It's as though I need to tap the very top-left pixel of the screen.

edit: The pause button's bounding box isn't actually the problem. The problem is that I can't pause while the ball is still attached to the paddle, or in between levels. Tapping the pause button before the level starts will move the paddle all the way to the left, and tapping it while the ball is attached to the paddle will launch the ball. Kind of frustrating.

edit 2: On my tablet, the gyro uses the wrong axes. Since the tablet likes to be held landscape, I suppose that's also how it has the gyro configured. As it stands, I have to tilt the tablet up and down if I want to use gyro controls.
Fri, 01 Feb 2013, 15:17
Jayenkai
*hangs head in shame* Nobody reads my newsletter, anymore

The Pause thing is an issue. It switches off its usability, depending on what's going on in the game. Grr.. I spotted it earlier today, when testing it with iCade, which also wasn't working too well. Lots of tweaking to be done, but still an entire weekend before AGameAWeek Tuesday!

Thanks for testing all help appreciated.


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Fri, 01 Feb 2013, 16:21
rockford
I really wish I had an Android device

I have a TouchPad and a Pandora both of which can run Android, but I don't want to feck them up and I doubt performance on either would be as good as a real Android device.
Sat, 02 Feb 2013, 03:27
Jayenkai
Just had to add "KeyDown(Key_Backspace) or KeyDown(Key_Delete)" to my "PlayKey(99)" checks.

What's it do? PlayKey(99) is the escape key, or alternatively the Back button on an Android, the Start button on an XBox Controller, or the top-right white button on iCade. I use PlayKey(99) to open the pause menu, close the Badge display, or anything else you'd expect the escape key to do.

Why add Delete? Because my PlayMyCode template uses Delete to quit the game, and I kept bloody well trying to use it to quit my games!!!

Grrrr!!! Defaults!!!

I'm still unsure how I'm going to do screenshots. I don't think that's doable.

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Sat, 02 Feb 2013, 04:10
Dabz

Nobody reads my newsletter, anymore


I do!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Sat, 02 Feb 2013, 07:12
Jayenkai
Well, I can't come up with anything else to add to C3ntipong.
It's odd having a sequel have LESS than the original, but this version doesn't have any powerups whatsoever! It doesn't feel like it needs them, or at least I can't come up with any that aren't simply superficial crap, like "Make background swirly for a minute", or shit like that.
..
*shrugs*

I might move onto the next project, then.

I wonder what that'll be?
> Reveal 🔎

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Sat, 02 Feb 2013, 09:45
Jayenkai
Has Jayenkai released his C3ntipong yet? No
Should Jayenkai be working on adding extras to C3ntipong? Sure!
Has Jayenkai inexplicably started a completely different game, instead? He sure has!
Has Jayenkai already managed to make that game entirely playable, even though his last game hasn't even been released yet? You be the judge!!


View on YouTube

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Sat, 02 Feb 2013, 10:04
steve_ancell
Jayenkai Nobody reads my newsletter, anymore

Dabz I do!

So do I and I always look forward to the newsletter too.
Sat, 02 Feb 2013, 10:13
rockford
Spikey Likey
Sat, 02 Feb 2013, 10:28
CodersRule
I really like the 'destroy spikes' mechanic. Do you get more 'lives' as you progress?
Sat, 02 Feb 2013, 10:49
Jayenkai
Not yet, but maybe!

I'm unsure where to place "The Other Button", but I'm sure something will crop up.

SpikeDislike2 has been rolling about in my head since pre-hospital times, so it's had loads of time to formulate. Just have to place that button somewhere nifty, and everything else can fall happily into place.
.. hopefully..!

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Sat, 02 Feb 2013, 10:54
9572AD
Option to toggle new features so you can play "classic" version?

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All the raw, animal magnetism of a rutabaga.
Sat, 02 Feb 2013, 11:30
Jayenkai
Different themes will give different features.
Sun, 03 Feb 2013, 06:02
Jayenkai
Wasted a good hour or so doing this.. Bet the damn thing doesn't even fit into the Menu system, after all that!!



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